Mountain meditations in Second Life

Meditation Mountain, August 2023 – click any image for full size

In continuing my mainland meanderings, which of late have tended to lean toward Heterocera (more by coincidence than design), I found myself on the north side of the continent and atop the peaks and plateaux of the continent’s mountain range as it seeks to encircle the inner sea and its atoll.

It is here, 200 metres above the highway that traces its way around the foot of the mountains, that a mesa-like plateau towers upwards, entirely cut off from the world around it by the sheer cliffs that fall away on all sides, offering not path or foot-borne means of reaching the steplike terraces of its upper reaches and top. Yet despite its seemingly inaccessible nature, this lonely plateau is nevertheless occupied and built upon, being home to a build by Don Setzer (with the aid of Albane Claray and Dante DeVulgaris (Gian Fetuccio)) entitled Meditation Mountain, and offered to the public as a quiet retreat and place of reflection.

Meditation Mountain, August 2023

This is a curiously fascinating setting, covering roughly a half full region in area, raising multiple questions for those who like to contextualise the places they visit in Second Life – as is often my wont -, whilst also being a place which might be enjoyed purely for its design and setting. Visits begin at the landing point, located at the uppermost terrace of the plateau and directly before the largest building within the location: a massive medieval / gothic style cathedral; a structure responsible (to me at least) for raising the first of the questions concerning this setting.

The landing point sits as a crossroads of paths, one arm of which leads to the doors of the building while its opposite number points away from it and to a terrace looking out over the lowest step of the plateau. The two remaining paths lead visitors to the gardens running along either side of the cathedral. One of these reaches as far as the north arm of the cathedral’s transept, where the mesa abruptly narrows and a cliff drops away, leaving a precarious-looking set of trestle-mounted wooden steps descending to a man-made terrace and seating area as it extends outwards from the cliffs as a high perch.

Meditation Mountain, August 2023

The path on the southern side of the cathedral parallels a second (and gravel-topped) path marking the edge of a cliff prior to the two roughly meeting. The gravel path then switchbacks its way down the cliff to where a second broad tabletop of rock sits as the home to a further garden. This is dominated by a a Romanesque temple-style building face a copse of trees across a rock incline, grassy paths rising on either side to border (and run under) the trees to jointly and separately offer the way to where the turn towards one another and meet, a fenced meadow to one side, complete with horses quietly grazing, and a walled garden on the other; the latter has its walls and gates so heavily covered in ivy and vines it is almost possible to miss it.

At the western end of the gardens surrounding the Romanesque temple there sits another of the wooden stairways rising back up the eastern end of the cathedral’s bulk. A place connects this to a third such stairway offers the way down to the western  end of the setting. This sits as a promontory extending outside from below the cathedral, home to a helipad and waiting helicopter, thus revealing how visitors might otherwise visit this high retreat. This sits before – of all things – a spa pool of distinctly modern design and which itself sits before the gigantic maw of a long cavern running directly under the cathedral.

Meditation Mountain, August 2023

Open at both ends, the cavern is filled with vegetation, ponds, trails, places to sit and – for those willing to seek it out – the way down to an hidden cave. As open at its western end as at its eastern, the cavern provides access to another broad step of rock, this one covered in wild grass and flowers and reached via a stone bridge spanning a swift flowing stream cutting across the rock between two sets of falls. Stepping stones offer a path across this meadow garden, lading visitors to a rock pool sitting as a home for waterfowl, fish and birds.

Alongside the falls giving rising to the stream sits a path zigzagging its way back up the rocks to another path. This connects back to those at the walled garden and its neighbouring meadow, thus forming something of a complete loop around the setting for visitors to follow.

Meditation Mountain, August 2023

The fascination with this sitting comes in the question: just how did the cathedral – now given over as a place of introspection and music rather than as a religious centre – come to be here? There are no obvious paths up the high cliffs to reach it; so was its masonry hewn can shaped from the very rocks on the high table on which its stands?

Or is it perhaps only neo-gothic in style and of a far younger age than its design might suggest? Young enough to allow the materials used in its construction to arrive in the same manner as some of its visitors: by air? Certainly, the thoroughly regular cut of its facing stonework and that of the Romanesque temple (itself a salon rather than place of deity worship) suggest modern tools may have played a part. But then why build since a monumental structure in so inaccessible place? How these questions are answered lies within the realm of individual imaginations, so I’ll leave you to visit and create your own back-story to the setting.

Meditation Mountain, August 2023

There are one or two rough edges to the setting, particularly in terms of texturing and overlaps, and I admit that to may eyes, the wooden stairways detract from the overall design; give the nature of the setting, I’d have thought stone stairways set into / onto the rocks would have been more fitting. But this is just a personal opinion; when taken as a whole, there is no denying Meditation Mountain is an interesting and unique design, one with many opportunities for photography.

SLurl Details

Meditation Mountain (Phasma, rated Moderate)

2023 SL SUG meetings week #33 summary

Seogyeo Town, Seogyeoshire, May 2023 – blog post

The following notes were taken from the Tuesday,  August 15th Simulator User Group (SUG) meeting. They form a summary of the items discussed and is not intended to be a full transcript. A video of the entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • They are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Server Deployments

  • On Tuesday, August 15th, all simhosts on the the SLS Main were restarted, but remain on simulator version 581251.
  • On Wednesday, August 16th, the Blueteel RC channel should be updated with simulator update 581292. Included in this release are:
    • The ability to (once more) see channel names via Help → About (and potentially announced via pop-up within TPVs supporting this capability).
    • Objects rezzed by scripts will now be correctly returned by estate managers + the throttle on llReturnObjectsByOwner has been removed.
    • GroupMemberData (used by viewers to return information about the members of a group) has been intermittently returning “well-formed but incorrect data” for several years. With this update, it should return “well-formed and correct data”.

Upcoming Simulator Releases

  • The simulator update “Dog Days” is being packaged for QA. This includes:
    • The unbinding of the Experience KVP database read / write functions from land (users will still require an Experience to access the KVP database).
    • A scripted ability to set CLICK_ACTION_IGNORE, allowing an object to be clicked-through to reach an object behind it – a flag supporting this is included in the Maintenance U RC viewer.
    • PRIM_CLICK_ACTION is added to llSet/GetPrimParams so you can set the click action on prims in a linkset.

Viewer Updates

  • Maintenance V(ersatility) RC viewer, version 6.6.14.581315, issued on August 15.
    • Ability to display user-customized keybindings in chat, making it easier to provide key binding instructions to end users for vehicles, HUDs or anything utilising custom keybindings. See URI_Name_Space for more.
  • The Inventory Extensions RC viewer updated to version 6.6.14.581357 on August 14.

The rest of the available official viewers remain as:

  • Release viewer version 6.6.13.580918, formerly the Maintenance T RC viewer, July 14.
  • Release channel cohorts:
    • glTF / PBR Materials viewer, version 7.0.0.581126, June 26.
    • Maintenance U(pbeat) RC viewer, version, 6.6.14.581101 July 21.
  • Project viewers:

Note: the alternate viewer page also lists “Win32+MacOS<10.13 – 6.6.12.579987” as an RC viewer. However, the Win 32 + pre-Mac OS 10.13 was promoted to release status on July 5th, and viewer version 6.6.12.579987 points to the Maintenance S viewer, promoted to release status on May 16th.

Scripting Discussion

  • LSL contains a number of long-standing code errors / issues / limitations which have been around so long they have either become expected behaviour or have had a number of work-arounds implemented. This makes any attempt to correct the code difficult, as it can result in unintended script breakage, and because of this, LL has tended to take the attitude of, “we aren’t going to fix that because it is too ingrained.”
  • However, one idea now being considered for allowing such script issues to be fixed and hopefully avoid the potential for script breakage in the process, is to introduce a “compatibility” mode to LSL.
  • Such a mode would be set via some form of option (check box or button or something).
    • By default, with would be “off”, for all scripts (existing and new), and they would as they do now (“classic” behaviour), preserving any “incorrect” behaviour.
    • When toggled “on” for a script, the script will run in the “updated” mode, allowing it leverage the corrected LSL code / functions and any future behavioural changes.
  • This led to an extended discussion on the approach – which was broadly favourably viewed – which touched various ideas such as version numbering and other methods of differentiating “versions” of LSL (given it does not itself have any built-in notion of versions), the historical context on the introduction of Mono, the use of compilers

General Discussion

Please refer to the video for the following:

  • There is said to be increasing reports of avatars failing to load correctly following teleporting into a popular location (notably those at altitude) and of inventory attachment queuing and loading taking longer. Some thinking is that this may be interest list related, however, Bug reports have yet to be filed to allow for investigation.
  • Leviathan Linden put out a request for feedback:
I’ve been thinking about how to improve vehicles in SL so I’m soliciting input for the next week or so. You can email me directly (leviathan-at-lindenlab.com) you can IM me, or I’m even willing to schedule a chat/voice session if anyone wants to talk about vehicles: cars, airplanes, boats, motorcycles, etc. What got me on this subject were two things: (1) the idea of giving LSL scripts direct access to game controller inputs (joystick, button state, etc), and also (2) different API for configuring vehicles. For example, maybe airplanes would be better described using a thrust, stall-speed, attack-angle, aileron state model.
  • The above led to some additional discussion on options – as per the last 20 minutes of the meeting.
  • Rider Linden noted that during the LL engineering meeting in week #33, the subject of improved camera controls. Nothing firm on what might be done, but again, this sparked discussion during the last 10 minutes of the meeting.

 

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Firestorm 6.6.14: maintenance catch-up and new features

On Monday August 14th, 2023 (SLT), the Firestorm team released version 6.6.14.69596 of their viewer.

This is another release which might be described as more a maintenance update rather thana major features release, intended to keep Firestorm in step with the current official viewer code base. However, it does include some new capabilities.

When reading the following, please note:

  • This article is not intended to over every update  / change / improvement within the release. These can be found within the Firestorm 6.6.14. release notes, which also provide full credit details for the changes.
  • This review focuses primarily on the new features included with Firestorm 6.6.14, together with an overview of its parity with Linden Lab’s official viewer code base and and overviews of various updates, improvements and fixes I believe will be of specific interest to Firestorm users in general.
Table of Contents

Finally, I have not had time to personally try this release to any great extent, so am not offering any personal feedback on it.

Update, August 17th: a JIRA has been filed that rigged meshes viewed in this version of Firestorm using the Local Mesh (BETA) capability (i.e. visible only to the person testing the mesh) introduced in Firestorm 6.6.8 may result in issues. If you are a content creator who uses the Firestorm Local Mesh (BETA) for viewing your rigged mesh creations, please see FIRE-33157

General Notes

Installation

  • Only download Firestorm from the Firestorm website. Do not utilise and other third-party site purporting to offer the Firestorm viewer, and remember Firestorm will never ask for log-in credentials in order to download a release version of their viewer.
  • There is no need to perform a clean install with this release if you do not wish to.
  • Do, however, make sure you back-up all your settings safely so you can restore them after installing 6.6.14.

Version Blocking

As per the Firestorm’s teams standard practice of only supporting 3 active versions of the viewer at any time, note that version 6.5.6 will be blocked from accessing Second Life three weeks from the date of version 6.6.14’s release.

Special Note: Windows 32-Bit Support

This release of Firestorm is likely the last to fully support the 32-bit version of thee Windows operating system. This is in keeping with LL’s announcement that Windows 32-bit is not longer a supported operating system (see: End of Support for Second Life 32-bit Windows Viewer and Updated Minimum System Requirements for MacOS to 10.13 or Second Life: Win 32-bit support ending; MacOS system requirements updating). A further reason for this is that as a part of the forthcoming switch to using physically based rendering (PBR) under the Kronos glTF 2.0 specification, Linden Lab will only be sub-licensing the 64-bit versions Havok physics library used within the viewer – it is further possible that in the future, other libraries needed by the viewer will only be supported in their 64-bit versions.

Those who are using the 32-bit version of Windows (estimated as around 2% of the Firestorm user base) are advised to check their systems – and if they are using hardware capable of supporting a 64-bit version, to make any necessary upgrades that may be required (generally in the area of RAM), and switch to Windows 64-bit.

An important point to note with this is that 32-bit versions of Windows will not be blocked from accessing Second Life. Rather, viewer upgrades (including the use of required build libraries) will no longer be checked for compatibility with Windows 32-bit. For Firestorm in particular, current 32-bit builds will remain available for the time being; however, no guarantee is given that this will continue to be the case with future releases.

Linden Lab Updates

Firestorm 6.6.14.69596 is fully merged up to the  Linden 6.6.14 code-base, per the notes below.

Maintenance T – Maintenance Transparent Translation

  • Viewer version 6.6.13.580918, July 2023.
  • Primarily focused on the shift of translation services (accessed via Preferences → Chat → Typing → Translation) from Microsoft Bing to  Microsoft Azure and DeepL. Also includes a range of Profile-related updates.

Maintenance S – Superlative Supports

  • Viewer version 6.6.12.579987, May 2023.
  • Predominantly translation updates.

Performance Floater & Auto FPS

  • Viewer version 6.6.11.579629, April 2023.
  • The official implementation of the Performance Floater & Auto FPS feature first implemented in Firestorm 6.5.3.65658 see my review here.

Maintenance R – Resident Inspired Improvements

Maintenance Q Viewer – Quality Contributions

  • Viewer version 6.6.9.577968, February 2023.
  • Assorted quality of life improvements in the viewer.

Maintenance P Viewer – Preferences, Positions and Paste fixes

Firestorm New Features

Building: Select (and Replace) All Matching Textures

A new option – Find All – within the Build / Edit floater’s Texture tab, allows all faces in an object or linkset using the same diffuse (texture) or normal or specular map, to be updated at once.

  • Right-click on the item / linkset to be updated and select Edit from the Context / Pie menu.
  • In the upper part of the Edit / Build floater click the Select Face radio button – (1) in the mage below.
  • Click the floater’s Texture tab to open it (shown in the image below), and:
    • Use the Texture / Bumpiness (Normal) or Glossiness (Specular) radio buttons – (2) in the image below – to select the map type to be updated.
    • Click on a face of the object / linkset containing the map to be updated. The face will be highlighted, and the selected map will be displayed in the Texture Swatch box on the Edit / Build floater  – (3) on the image below.
    •  Click on the Find All button to select ALL of the object faces containing the selected map – (4) in the image below.
  • When you are satisfied you have selected the correct map / surfaces, click the Texture Swatch in the Edit / Build floater to open the Texture Picker floater and pick the map you wish to use and apply it to all the selected faces in the usual manner.
The Find All button for selecting all instances of texture / normal / specular map used on an object / linkset. See notes above for an explanation of the numbers

Building: Strip Unwanted Alpha Channels During Image Uploads

Images uploaded to Second Life can include an empty / almost empty alpha channel which can lead to rendering issues  (such as textures flipping back and forth on one another as the camera moves, impacting rendering performance) when the texture is viewed in-world. While such empty / near-empty alpha channels may be intentional, they are generally an accidental or unwanted artefact, and should be removed from the image to avoid issues such as those mentioned above.

To achieve this, Firestorm 6.6.14 introduces an automatic scan of images being uploaded to Second Life to check for alpha channels which are either empty or almost empty.

  • If such channels are found in an image, the Upload Preview floater will display an additional warning and checkbox: Empty Alpha Channel Will Be Removed (see the image below, left).
  • Leaving this warning checked will cause the the unwanted transparency information to be stripped from the image when it is uploaded.
  • If there is a need to have the transparency information uploaded with the image, the warning should be unchecked. However, note that doing so will display an additional caution and explanation on the impact of including alpha channels in images, together with two buttons, as shown in the image below, right.
  • Click the required button displayed by the caution to clear it, then click the upload button to proceed with the image upload.
Stripping unwanted alpha channels from images at upload

Additional notes:

  • The alpha state for the image, once uploaded – “no alpha” or “with alpha” – is displayed at the bottom of the upload floater, alongside the uploaded image size (as arrowed at the button of the image on the left, above).
  • The Uploaded Size field has been fixed to correctly show the size of the uploaded image in all cases. see: FIRE-32944.

Inventory: Show Only Coalesced Objects

Show only coalesced objects in Inventory

Firestorm 6.6.14 adds a new inventory option to display only coalesced objects (i.e. multiple items returned to inventory as a single group, rather than being returned individually).

  • The option can be found within the Inventory gear icon menu (the gear icon being located at the bottom left of the Inventory floater), directly under those for showing only Modifiable, Copyable or Transferable items in inventory.
  • Toggle the option on (check mark visible) and off (no check mark) as required.
  • Note the option works in cooperation with all other options in the menu.
  • This feature was added in response to FIRE-31369.

Blacklisting: Blacklist Animations via the Animation Explorer

With this release, it is possible to add any animation associated with your avatars and listed by the Animation Explorer to the Firestorm Asset Blacklist:

  • Open the animation Explorer (World → Animation Explorer).
  • Select the animation to be blacklisted and click the Blacklist button in the lower right section of the Explorer floater.
  • Repeat for any other animations, as required and close the floater when done.
  • Blocked animations can be reviewed / unblocked via the Asset Blacklist floater (World → Asset Blacklist).

Notes:

  • Blocking only applies to animations played through the simulator. Those played locally (i.e. within your viewer) will still be seen by you as playing, even if blocked.
  • A Blacklisted animation my still be seen by others for a brief period after blocking, as it will take a second or so for the block information to be propagated through the simulator.

Audio Streaming: Stream Title Floater and Track History

It is now possible to display information on the current song title and artist playing on the parcel audio stream (if active), and a history of the last 10 played music tracks. The information is displayed is its own floaters, accessed via the menu bar → World → Stream Title.

Enabling the music stream information, together with the additional recently played history (ported from Kokua)

Additional Firestorm Improvements of Note

Inventory

  • Reload Received Items: a button within the Received Items section of the Inventory floater will refresh the list of items in the section.
Received Items reload button
  • Ungroup folder: A request to confirm has been added when ungrouping a folder in inventory.
  • Inventory offer sound: the Inventory Offer sound (Preferences → Sound & Media → UI Sounds 3 → Inventory Offer) will now play when Automatically Accept New Inventory Items and the following Log Auto-Accepted Inventory Items to Chat are enabled (both under Preferences → Privacy → General). This is is response to FIRE-32396 .

Building and Scripting

    • Floater improvements: the floater can now be resized, lists will now scroll, and clipping of text on the Settings tab has been fixed. All in response to FIRE-32624.
    • Floater should now recognise and load all forms of “.DAE” (e.g. Dae DAe DAE dAE and daE). See FIRE-32180.
    • Meshes exported with Autodesk Collada should not longer fail, fixing FIRE-32599.
    • Scaling and rigged mesh handling corrected in accordance with FIRE-32604 and FIRE-32681.
  • Script Editor: A fix for the unindent after } when a previous line had a word wrap. See: FIRE-19959.

Animation Playback Floater and Preferences

The additional information displayed in the Animation Playback floater (Priority, Duration, Loop, Ease In, Ease Out and Joints) can now be toggled on/off using a drop-down button (see below).

Firestorm Animation Playback floater: advanced animation information can be shown / hidden via the drop-down button

In addition, the default state of the Playback Floater can be set via Preferences → Firestorm → Build 2 → Always Expand Animation Preview Advanced Information. By default the option is unchecked, meaning the advanced information will not be displayed when the Animation Playback floater is displayed.

General UI / Floater Updates of Note

  • Profile updates:
    • The View Profile option has been removed from the Context menu for your own avatar, as its already listed in the Community sub-menu. See: FIRE-32304.
    • Profile description text should not longer be truncated in some cases. See: FIRE-32901.
    • Unsaved text in the Notes tab of another avatar’s Profile should no longer be discarded when the Profile owner enters or leaves the region at the same time. See: FIRE-32926.
  • Area Search: updates have been made to Area Search to prevent some of the aggressive culling which is impacted Area Search results.
    • However, to get the best results when doing an Area Search, you will still need to turn slowly on the spot once, to fully load all the objects.
    • In addition, once an item is added to the Area Search it will/should not vanish a few seconds later as had been the observed behaviour with previous releases.
    • There are all partial fixes for FIRE-32688.
  • Assorted floater design, typographic corrections, layout corrections and tooltip updates, per the release notes.

Other Updates of Note

Asset Cache Update

Until now, automatic purging of the Asset Cache would only commence when the “max_cache” value was exceeded. This essentially meant that a) the Asset Cache could exceed this value, and b) once started, automatic purging would be pretty much constant, impacting viewer performance.

With Firestorm 6.6.14, this has been changed:

  • The “max_cache” value means just that: the largest size the Asset Cache will reach.
  • Two thresholds are set via debug settings:
    • A” high water” threshold set to 95% of the “max_cache” value. When this is reached, purging of the oldest caches files will commence.
    • A “low water” threshold set to 70% of the “max_cache” value. When this is reached, automatic purging will stop.
  • These two values  will ensure:
    • The “high water” threshold leaves 5% capacity available within the Asset Cache, allowing incoming data from a simulator to be properly caches during any automatic purging.
    • The “low water” threshold means that automatic purging, once started, will not be constant, potentially impacting viewer performance.
  • This also means that users can now set their cache to a ramdisk if they really want and it won’t (normally) overflow.

Library Updates

  • FMOD Studio updated to version 2.02.15.
  • Havok TPV library updated to version 1.0.577418, in line with LL.

Linux Updates

  • Improvement: Firestorm now uses system-wide fontconfig and freetype directly from the user’s system, rather than using 3p libraries packaged with the viewer.
  • Fixes:
    • A fix for the “alpha triangles bug”(see FIRE-23370).
    • WIP to get Linux crash reporting working with Bugsplat.
    • The ability to toggle between internal/external browsers in preferences on Linux (Preferences → Network & Files → Connection → Web Browser).
  • Updates:
    • Apr suite updated to version 1.4.5.230351228.
    • OpenJpeg Library updated to version 2.5.0.
    • CEF updated to version 1.12.2.202210012157_92.0.27.
    • Colladadom updated to version 2.3.230940029.
    • Libxml2 updated to version 2-2.10.3.230940019.
    • Xmlrpc updated to version 0.54.2.230940042

OpenSim Updates

  • Opensim VarRregions with non-power of 2 sizes no longer flood logs.
  • Avatar Profile fixes including: correct loading; UDP profiles restored; profile picks + notes should load, 1st Life notes should save back to the server.
  • Additional fixes per the release notes.

Links

Of art and a Caged Bird in Second Life

Red Dot Gallery

In July of 2023, I has the distinct pleasure of visiting  Auguries of Innocence, a thoroughly engaging exhibition of art by Janus Falls structured around William Blake’s poem of the same name. Within it, Janus echoed and extended ideas found within Blake’s work, uniquely re-interpreting theme through colour and image. As one can tell from my review of that exhibit, I was deeply captivated by the expressiveness found within it, and so – although admittedly somewhat belatedly – I made a point of visiting another collection of images inspired by a poem Janus is currently exhibiting.

Hosted within her own gallery space – Red Dot GalleryI know Why the Caged Bird Sings presents a series of 14 avatar studies inspired by Maya Angelou’s poem Caged Bird (also referred to as I Know Why the Caged Bird Sings, which is also the title of the first volume of Angelou’s autobiography, itself referenced by the poem). First published in her fourth collection of poetry entitled Shaker, Why Don’t You Sing? (1983), the poem is focused on the themes of freedom, racial oppression using the metaphors of the free and the caged bird.

Red Dot Gallery: Janus Falls – I Know Why the Caged Bird Sings

Through its structure use of mixed meter and irregular rhyme, Caged Bird is again a powerful statement oppression and hope for a brighter future. It’s a message that, in a world where basic human caring, acceptance and social concern are increasing seen as something to be reviled and differences in outlook, gender, sexuality and – yes, race – are reasons to ostracize and condemn, the poem stands not only as a reminder of the past, but also a very real underscoring of the fact that the oppression not only continues, but is spreading insidiously; that all of us who have an ounce of human dignity and compassion need to be firmly raising our voices against it, such that those who might otherwise find themselves caged by the ignorance of others might again have their voices – their rights and freedoms – accepted and restored.

In this, the art of I know Why the Caged Bird Sings presents a visual essay, one running sequentially through the gallery’s space from entrance (where Caged Bird can be read), and around the lower floor back to the upper and thence around the images there, which carries us from images of captivity to freedom and from sorrow to happiness (again reflecting the poem’s (admittedly more layered) mixing of joy and sadness).

Red Dot Gallery: Janus Falls – I Know Why the Caged Bird Sings

Within these images, Janus again shows a consummate skill in using visual contrasts  – light and dark, tone and shading, depth of field and focal point – to draw us into her art and the story it has to tell – as deftly as Angelou uses anapest and iambic meter and stressed and unstressed pairings of ideas   to draw us into the meaning of her poem.

In exploring these pieces, it is also hard not to escape the feeling there is a further message here; one directly connected to our digital world. Second Life is a place that, for many of us, is liberating; through it we can give wing to our innermost truths, wants and desires through the expressiveness of our avatars ad / or our creativity. It presents us with a place where the bars of life in whatever form they take – physical, mental, social, familial, etc., can be escaped (if only, admittedly for a time) and we can find comfort, joy, happiness – even acceptance. Given we have been so fortunate to be able to experience this richness and freedom of expression, do we not owe it to ourselves and those around us to ensure that no matter who and where we are, such freedom is to be as open, as cherished as available to all who seek it within the physical world?

Red Dot Gallery: Janus Falls – I Know Why the Caged Bird Sings

SLurl Details

Space Sunday: volcanoes, going to the Moon and a helicopter

A true colour image of Io’s sunlit limb, imaged by NASA’s Juno spacecraft at the end of July 2023. The image has been subjected to enlargement and clean-up. Credit: NASA/JPL / Thomas Thomopoulos

When it comes to the Galilean moons of Jupiter, we tend to focus a lot of attention on the icy moon of Europa due to the potential of it being home to a subsurface ocean. However, Europa is not alone in being a fascinating place among these four moons; between it and Jupiter sits Io, the most geologically active place in the solar system – and that’s just one of the facts relating to it.

As the 4th largest Moon in the solar system and the third largest of the Jupiter’s Galilean moons, Io is slightly larger than our own Moon and has more than 400 active volcanoes across its surface. In addition, it has both the highest density and strongest surface gravity of any moon in the solar system. Its extreme volcanism is powered by gravitational flexing, the result of Io constantly being pulled in different directions by the gravities of Jupiter and the other three Galilean moons generating tidal heating deep in Io’s core, the same mechanism which is thought give Europa it’s possibly liquid water ocean. but on a much hotter and more violent scale.

Io’s volcanism is such that the almost constant lava flows mean the moon’s surface is constantly being re-formed outside of its volcanic peaks, whilst the allotropes and compounds of sulphur carried to the surface by both eruptions and lava flows give rise to the moon’s unique colouring. In addition, many of the volcanoes pump material high enough above Io to form a strange, tenuous atmosphere, noticeably more dense around such eruptions than elsewhere. This ejecta also gives rise to a large plasma torus around Jupiter.

Juno’s science instruments – click for full size. Credit: NASA / JPL

The Jovian system has been the subject of extensive study by NASA’s Juno mission since it originally arrived in its extended orbit around the planet in July 2016. Since then, the vehicle had made more than 50 complete passes around the planet in a roughly polar orbit, and some of those have periodically allowed the spacecraft to observe the major moons of Jupiter, including Io. Two of the most recent of these flybys – in May and July 2023 – focused on Io, once again revealing the moon is incredible detail.

The May 16th, 2023 flyby brought the Juno spacecraft to just 35,500 km of Io, allowing the imagers on the spacecraft to capture the moon simultaneously in both visible light wavelength and in the infrared, revealing a stunning amount of details on the moon’s volcanism.

In July, Juno passed even closer, at just 22,000 km from the moon’s surface. This allowed an actual eruption to be imaged by the spacecraft – not the first time this has happened, but one which captured Io’s “old faithful” once again in action.

Io as seen by the Juno spacecraft in May 2023 in both natural light, overlaid with and infrared image showing hotspots of volcanic activity. Credit: NASA/JPL

“Old faithful” is the name given to the Prometheus Patera, a volcanic pit on the side of the moon facing away from Jupiter (Io is tidally locked to Jupiter), an area given to near-continuous eruptions which have been observed by both of the Voyager spacecraft, together with  Galileo, and New Horizons, as well as Juno. Outflow from the eruptions in the pit covers an area of almost 7,000 square km, and it causes an observable plume of material rising up to 100 km above the moon’s surface.

What is particularly remarkable about Juno’s images of Io and the other Galilean moons is not only the amount of information they are providing, but the fact the spacecraft wasn’t ever designed to study them; its instruments were specifically designed to uncover secrets of Jupiter’s atmosphere and interior. But as remarkable as these images are, they are just a foretaste of what is to come.

Three more even closer flybys of Io will come in October and December before the spacecraft makes its closest approach of the mission to date, passing just 1,500 km above the Moon’s surface. Meanwhile, to mark Juno’s May and July 2023 flybys, NASA released a video offering a “starship captain’s” view of Io as the spacecraft passed around Jupiter’s limb. The music featured in the video is from Juno to Jupiter, by Vangelis. This was the Greek composer’s last studio album prior to his passing in May 2022, and the last of a series of albums and shorter pieces he wrote for both NASA and ESA between 2001 and 2021 and born of his almost life-long passion for science and space exploration.

Russia Heads Back to the Moon

At 23:10 UTC on August 10th, 2023 (09:10, August 11th, local time) a Soyuz 2.1b/Fregat booster lifted-off from Russia’s far eastern Vostochny Cosmodrome to mark the first lunar mission Russia has undertaken in 47 years. Originally called Luna-Glob, the mission is designed to place a robust lander within the crater Boguslawsky in the lunar South Polar Region.

A Soyuz-Fregat rocket lifts off from the Vostochny Cosmodrome, August 10th 2023 (UTC), carrying the Luna 25 mission

Initial concepts for the mission started in 1998, and Russia had planned to garner international involvement, looking to partner with (at various times) the likes of the Indian Space Research Organisation (ISRO), the Japan Aerospace Exploration Agency (JAXA), the European Space Agency and the Swedish National Space Agency (SNSA) and the project gradually matured. However, given the 20+ year gestation for the mission, ISRO and JAXA switched to their own lunar-focused programmes whilst SNSA eventually partnered with China, flying their LINA-XSAN instrument aboard Chang’e 4 in 2019. ESA also withdrew from cooperation with Russia as a result of the invasion of Ukraine.

As a national mission, the project and its lander were renamed Luna 25, intended to suggest a direct lineage back to 1976’s Luna 24 sample return mission. It was launched very much in the public eye: Russia Television broadcast and streamed the event live in a 90-minute programme which featured the launch itself, coupled with a strange mix of a choir of young children singing under a huge photograph of Yuri Gagarin, a candlelit display.

The Luna 25 lander as it is being placed within its shipping container container ready for transfer to the Vostochny Cosmodrome. Credit:  NPO Lavochkin

Filmed at the Exhibition of Achievements of National Economy, Moscow, this portion of the programme also featured interviews with cosmonauts Oleg Artemyev and Oleg Blinov and more music, this time from Russian rock/pop group UMA2RMAN.

The mission is seen as the starting point for Russia’s own renewed lunar aspirations. A prime aim of the spacecraft is to test new landing technologies and systems which could be used in future missions to the Moon, including those by crews – in this respect, Artemyev and Blinov discussed the development of lunar habitats from a small-scale outpost (with artwork supplied by Roscosmos) through to a large-scale base (with a rendering by Russia Television, rather than anything official).

A rendering of a Russian lunar outpost, as seen on Russia Television during the Luna 25 launch. Credit: RT / Roscosmos

As well as lander research, the 1.7-tonne lander will conduct studies of  the upper layer of the lunar regolith, appraise the ultra-thin lunar atmosphere and search for signs of water ice in the south pole region. To achieve this, the upper platform of the lander contains 30 kg of science payload. The landing itself is scheduled for August 21st, 2023, after a spiral cruise out to the Moon, and which means that Luna 25 should touch down some two days ahead of India’s Chanrayaan-3 lander launched in July and which achieved its initial orbit around the Moon on August 6th.

Continue reading “Space Sunday: volcanoes, going to the Moon and a helicopter”

A view through an Azure Window in Second Life

Dwejra, August 2023 – click any image for full size

Malta stands as a small but proud island nation within the Mediterranean Sea. For much of Human history, it’s location roughly in the middle of that sea has made it hugely strategically important across successive civilisations. From the Phoenicians and Carthaginians through the likes of the  Romans and Greeks through to French and British to name but a few, it has been claimed by many and inhabited since around 6000 BCE. Indeed, until 1963, it was home to what were regarded as the oldest free-standing structures on Earth: the Megalithic Temples of Malta, although the title was taken by the structures at Göbekli Tepe, Turkey – a location also featured in SL courtesy of Konrad (Kaiju Kohime) and Saskia Rieko – see A Night Sky with a touch of history in Second Life.

As well as being steeped in history, Malta is also an archipelago of stunning natural beauty and uniqueness – including having its own endemic sub-species of bee (from which its current name name might be in part derived). The coastlines of Malta’s two major islands have a number of captivating bays, cliffs and more – but potentially one of the most engaging (particularly in terms of tourism) lies on Gozo, Malta’s second largest island. It is that of Dwejra, and it is this location Moonstone (Hecatolite) has chosen to reproduce as a public space in Second Life.

Dwejra, August 2023

Moonstone’s Dwejra, however, is not one that portrays the bay as it is, but rather as it was up until March 8th, 2017: the place famous for the the massive and impressive Azure Window, a huge natural arch 28 metres tall, carved into a limestone promontory extending outwards from the island’s coast.

Sadly, both arch and promontory were lost as a result of a particularly violent storm which struck the island in 2017. However, through her work, Moonstone has ensured we can for a time appreciate it in-world in a manner very similar in appearance to how it stood for most of it’s roughly 200-year history, if minus the spray and foam almost always present as a result of the ebb and surge of the tide breaking over remnants of the cave to which it is believed the Window once provided access prior to the entire cave collapsing into the sea to leave the arch standing alone.

Dwejra, August 2023

However, the Azure Window is not the only natural formation for which Dwejra is famous. There is also Qawra, the Inland Sea and its associated Blue Hole dive site just offshore, said to have been one of Jacques Cousteau’s favourite places to dive.

Qawra is a saltwater lagoon marked by a gently shelving shale beach to one side and high limestone cliffs on the other, through which another archway provides passage for seawater, fish and marine life  – and small fishing boats, the lagoon offering a safe harbour from the latter, its beachside area now the home to a small village.

Dwejra, August 2023

The Inland Sea is very much in evidence within Moonstone’s Homestead design, complete with arched tunnel winding through the cliffs to reach the open waters. In addition to these natural sights (and sites!), it includes some of those built by human hands which have become associated with the location. There is the little fishing enclave huddled on the protected shoreline of the Inland Sea whilst behind them on a grassy rise sits a small chapel, perhaps representative of St. Anne’s Chapel – itself famous for being located close to cart tracks connecting Dwejra to Il-Mixta, one of several locations scattered across Gozo which are believed to be the sites of the island’s earliest settlers.

Across the landscape from the church and sitting on another low hill is a house which is perhaps representative of the house from which the area takes its current name (others of which include Doviera and Dueira). Between the house and the village and the chapel the land forms open fields and grazing typical for the region in the – physical world, and  Moonstone has clearly used a line of cliffs to the east and false road tunnel through them to give the impression that were one to pass through the tunnel, they’d find themselves within the greater landscape of Gozo island as a whole.

Dwejra, August 2023

The village is mostly empty building shells (hardly surprising, given this is a homestead region), but for those willing to explore the foot of the cliffs curling away from the Inland Sea and around the house on its west side might find a route up to their flat tops. If you do, and continue your explorations along the rugged back of the cliffs, you’ll doubtless find a couple of adventure activities awaiting in the form of hang-gliding and cliff diving (off the promontory beyond the Azure Window). Also awaiting discovery back down at sea level is a small rock pool typical of many to be found around the islands of Malta. This one is set out for a little quiet sunbathing whilst those fancying a swim ca do so via a buoy bobbing a few metres offshore from the pool’s surrounding ring of rock.

It would have been nice to see the Dwejra Tower featured in this build. Constructed in 1652, it is one of several coastal watchtowers built to keep an eye out for (and warn against) the arrival of raiding corsairs, and it sits atop the cliffs within observation distance of the Inland Sea and the former Azure Window. However, these towers were of a particular design (and Homesteads do have limited Land Capacity to play with as already noted), so finding a design which fits the look and doesn’t gobble LI isn’t going to be easy, so its absence is both easy to forgive and doesn’t, push come to shove, detract in any way from the finished build.

Dwejra, August 2023

In all, Dwejra in Second Life is beautifully realised given the constraints of region size in SL, and more than captures the look and feel of its namesake. Rich in photographic opportunities and offering opportunities for the aforementioned activities, it is a place which should be visited and appreciated by all Second Life explorers.

SLurl Details

  • Dwejra (Love Temptations, rated Moderate)